/*
This shader is for most entities and something else rendered like entity (chests for example)
*/

#version 150

uniform sampler2D Sampler0;

in vec4 overlayColor;
in vec2 texCoord0;
in vec4 vertexColor;

out vec4 fragColor;

void main() {
    vec4 color = texture(Sampler0, texCoord0);
    if (color.a < 0.1) {
        discard;
    }
    color.rgb = mix(overlayColor.rgb, color.rgb, overlayColor.a);
    fragColor = color * vertexColor;
}
